Difference between revisions of "GGML/Ky"

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===<big>Instant Kill</big>===
 
===<big>Instant Kill</big>===
====Swei Voltage====
+
====Zwei Voltage====
 
{{GGML_Move_Card
 
{{GGML_Move_Card
 
|input=P+K > 236X
 
|input=P+K > 236X

Revision as of 05:38, 29 January 2022

Overview

Overview

Ky Kiske is a well rounded character with tools that fundamentally lean into Missing Link's core mechanics. On top of that, he has a checkmate with his Instant Kill Sakkai loop. Although he is on the simple side, he is very potent.
Lore:A captain of the Sacred Knights, and is very cool in this game. Did you know he was only nineteen and yet he was still duking it out with the best of them? And he's only 23 in this one.
Becomes less cool over time.
Voice:Takeshi Kusao
Playstyle
Ky is a well well rounded character with an exceptional instant kill attack.
Pros Cons
  • Instant Kill Checkmate: Ky has the best instant kill in the game. It's fast, has great range, anti-airs, whiff punishes, and most importantly, loops into itself on successful escape. This means that on block, unless a character has a reversal, they're stuck for the rest of the match, and on hit, they're just stuck.
  • Long Normals: Ky has among the longest normals in the game and most are partially, albeit not fully, disjointed.
  • Good Fireball: Stun edge is a strong tool in neutral and pressure, especially when charged.
  • Strong Throw: Ky's throw is one of the few that launches opponents at a low angle, allowing him to get pressure off it a lot of the time.
  • Long Recovery on Normals: While they're long ranged, many of Ky's normals also have ludicrously long recovery. Whiffing his slashes can be a death sentence.
  • Wide Hurtbox: While it's not the tallest, Ky has one of the widest hurtboxes in the game, making him susceptible to counter pokes and whiff punishes. He's also one of the only characters in the game that can be crossed up in corner.
Ky
GGML Ky Portrait.png
Defense:90%Raw Value: 9
Jump Startup:2f
Backdash:22f
Meter Gain Mod:50%Raw Value: 5
Charge Time:52f
Forward Walk Speed:113%Raw Value: 870
Backward Walk Speed:109%Raw Value: 640
Dizzy Resistance:100%Raw Value: 30

Normals

5P

5P

damage guard startup active recovery onBlock onHit invuln
4 All 9 7 10 -10 -2 none

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5K

5K

damage guard startup active recovery onBlock onHit invuln
9 All 9 6 17 -16 -8 none

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c.S

c.S

damage guard startup active recovery onBlock onHit invuln
11 All 9 3 30 -23 -5 none

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f.S

f.S

damage guard startup active recovery onBlock onHit invuln
12 All 12 3(3)10 13 -20 -8 none

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5H

5H

damage guard startup active recovery onBlock onHit invuln
13,17 All 26 12 1 +6 +23 none

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6P

6P

damage guard startup active recovery onBlock onHit invuln
5x2 Mid 6 8 17 -12 -10 none
  • Air Unblockable

2P

2P

damage guard startup active recovery onBlock onHit invuln
4 Low 6 4 9 -7 +1 none

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2K

2K

damage guard startup active recovery onBlock onHit invuln
7 Low 10 8 13 -13 -1 none

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2S

2S

damage guard startup active recovery onBlock onHit invuln
12 Low 6 4 35 -31 -19 none

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2H

2H

damage guard startup active recovery onBlock onHit invuln
16x2 All 12 8 13 -9 +9 none

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j.P

j.P

damage guard startup active recovery onBlock onHit invuln
4 Overhead 9 5 11 N/A N/A none

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j.K

j.K

damage guard startup active recovery onBlock onHit invuln
9 Overhead 6 8 9 N/A N/A none

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j.S

j.S

damage guard startup active recovery onBlock onHit invuln
12 Overhead 11 12 16 N/A N/A none

Incredibly good jump in. The move is technically a projectile that appears below Ky, making it heavily disjointed. Even the biggest anti-airs will struggle to contest it. Also for some reason has a pair of hurtboxes around two character lengths behind himself that can be hit, although this is difficult and is mostly irrelevant.

j.H

j.H

damage guard startup active recovery onBlock onHit invuln
22 Overhead 9 3 22 N/A N/A none

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Universal Mechanics

Dust Attack

S+H or j.S+H

name damage guard startup active recovery onBlock onHit invuln
Dust 15 All 6 6 10 -7 +90 none

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Throw

6H or 4H

damage guard startup active recovery onBlock onHit invuln
18 Throw 1 N/A N/A N/A -22 N/A

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Instant Kill

Zwei Voltage

P+K > 236X

damage guard startup active recovery onBlock onHit invuln
FATAL All 8 8 5 N/A N/A Above Knees

Best instant kill in the game. It's really big, fast, and most importantly, loops into itself with no chance of escape outside of reversals. This gives Ky one of the best win conditions in the game, only needing to hit his instant kill once as long as he has the life lead.

Specials

Stun Edge

236S or 236H

name damage guard startup active recovery onBlock onHit invuln
Stun Edge 9 All 15 Until contact 26 -4 +1 none
Stun Edge Level 2 22 All 15 Until contact 28 -6 -1 none
Stun Edge Level 3 16x5 All 15 Until contact 58 -35 -30 none

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Aerial Stun Edge

j.236S

damage guard startup active recovery onBlock onHit invuln
14 All 12 Until contact 22 N/A N/A none

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Vapor Thrust

623S or 623H

name damage guard startup active recovery onBlock onHit invuln
S Vapor Thrust 5,12 All 6 14 32 -34 -28 Full 1~5; Above Knees 6~9; Above Thighs 10~13; Above Waist 14~24
H Vapor Thrust 5,12 All 6 14 46 -48 -42 Full 1~5; Above Knees 6~9; Above Thighs 10~13; Above Waist 14~31

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Aerial Vapor Thrust

j.623S or j.623H

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Stun Dipper

236K

damage guard startup active recovery onBlock onHit invuln
11,14 Low, All 19 Variable,12 13 -16 -14 really low profile during first hitbox; less low profile during second hitbox

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Needle Spike

63214K

damage guard startup active recovery onBlock onHit invuln
14,11 Overhead 15 9,23 14 -28 -27 none

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Super

Ride the Lightning

412364H

damage guard startup active recovery onBlock onHit invuln
29,21x2,29 Mid 15 84 0 -23 -19 none

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Colors

GGML Ky Kiske Color 1.png
GGML Ky Kiske Color 2.png
GGML Ky Kiske Color 3.png
GGML Ky Kiske Color 4.png
GGML Ky Kiske Color 5.png
Default
Alt. 1
Alt. 2
Alt. 3
Mirror

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